AMD FSR 2.0 is live in Deathloop – and could be a true Nvidia DLSS rival

AMD’s FidelityFX Super Resolution (FSR) technology, which boosts frame rates in games that support it, saw version 2.0 launched earlier this week, and now the feature is live in Deathloop – with many players who test it and find themselves impressed.

The general tech press seems enthusiastic about the quality of FSR 2.0 over the original incarnation of the technology, with the new version promising major improvements due to a move from spatial to temporal upscaling.

And that includes our sister site PC Gamer, which ran first-look tests – using a gaming PC with an RX 6800 GPU – on Deathloop patched with AMD’s frame rate booster v2.0.

The general conclusion that PC Gamer came to is that it’s “extremely difficult to tell the difference between the enhanced frame and the native frame, even in 4K”, which means that FSR 2.0 performs as well as native 4K.

Not just that, of course, but because the whole point of these upscaling technologies like FSR and DLSS is that they allow the game to run at a lower resolution, with fewer demands on the PC, there is a major gain with gameplay fluidity and frame rate achieved.

To illustrate this, PCG reports that Deathloop at native 4K (in “ultra” detail) averaged 47 frames per second (fps) with its benchmark, which was increased to 63 fps using FSR 2.0 (upscaling at 4K), an increase of one-third. (Frame rate bass has also improved from 38 fps to 49 fps, which means less impact and jerkiness when the action is thickest and most complex).

All of these frame rate advantages should be achieved with image quality that is roughly equivalent to native 4K, as observed (with FSR 2.0 running in higher quality mode).


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While that observed 34% jump in frame rates to 4K is fantastic by any measure, as PCG observes, FSR 1.0 has already delivered a 28% boost (at 60fps), it is therefore a relatively modest step forward at first sight. Indeed, other initial benchmarking results consider FSR 1.0 to be slightly faster in fps – but the point is that FSR 2.0 delivers about the same frame rates, with much better image quality (and this is where FSR 1.0 has dropped a lot from DLSS).

Further testing will need to be done (in both quality and performance modes) to get a better idea of ​​where FSR 2.0 stands in the frame rate battle. And of course, all that initial excitement is being generated around a single showcase game – we’ll have to check out AMD’s new tech with other titles before we can draw any firmer overall conclusions about its chops.

What seems to be pretty clear at this point is that the image quality results for FSR 2.0 blow away FSR 1.0, which was what AMD had promised – and in fact intended – with the move to the upgrade. on a time scale. The latter is what Nvidia DLSS uses – albeit with machine learning (AI) on top – but the general consensus seems to be, at least with these first impressions, that FSR is now as good as DLSS when it comes to image fidelity. image, or at least very close to Team Green.

Tom’s Hardware, another sister site to ours, pointed out in their exploration of FSR 2.0 that the main difference is that it’s a bit more aggressive with sharpness than DLSS, but you can dial it back with a slider if needed. Otherwise, FSR 2.0 and DLSS are “incredibly similar” for image quality (in the highest quality modes), and both represent a fairly close to native resolution experience.

As AMD’s Frank Azor boasts on Twitter, the other big advantage for FSR is that it can achieve these results for a much wider range of GPUs – including Nvidia’s – and isn’t tied to graphics cards with dedicated ray tracing hardware on board (like DLSS, which only works with Nvidia’s RTX models).

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Azor notes, “FSR is the gift that keeps on giving. Ask your game developers to support you.

Of course, this last point is crucial. Currently, FSR 2.0 is only available in one game, Deathloop, and is only marked as incoming for a small number of other titles (and only a few of those are bigger games). hyped, such as Microsoft Flight Simulator, EVE Online and the incoming Forspoken).

Getting more developers and bigger names on board is crucial, because without heavy support FSR 2.0 is obviously going to flounder – but then, given that FSR 1.0 is now live with over 80 games, and the improvements are clear with the sequel technology, it shouldn’t be too difficult to persuade developers to join AMD’s frame rate boost program.

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